Definitely ran into that "decade old example" problem when porting an old college project to the Dreamcast. A lot of the Dreamcast dev scene is full of really dated examples. If you run into that again, what I'd suggest is just looking through the headers of the SDK. For the PSP audio problem, it might also have been a matter of streaming the audio file on-demand versus loading it in memory and playing it from there, but I haven't messed around with it myself. Could also be that the MP3 libraries might have been either a "proof of concept" library, or something intended only for using the PSP as some sort of MP3 player.
@@why3994 Of course the console was sort of a flop. Now and back then but I personally think it is one of, if not, the best console to ever exist. The graphics and power of the console is amazing for back then and the games are just pure fun and true classics. Also, when you look into the development of the console and Luigi's mansion it just gets super interesting. And the Wii U is in some ways kind of similar, just is a whole lot worse. The games are great but it isn't that advanced, sold worse and development is a little less interesting, still very interesting tho. Also. Please don't get started on the Virtual Boy. Oh god I hate the Virtual Boy. It's funny that they made fun of it in Luigi's mansion 3 though.
I'm super glad you decided to make a DS version, because that's one of the only ways I play this game (apart from the PC and Wii release) and it's super easy to take out my 3DS and play for a while.
A C++ game developer myself and I gotta say: you're completely mad! Great work! :D My brain is here thinking... WHAT IF you had ONE codebase and a BUNCH of preprocessor macros and... *head explodes!*
I know right. Wouldn't it be crazy to not have to update all platforms when adding a tiny new feature like borders on the side of the screen, or screen wrapping? Jk, I know how hard it gets to maintain such a big codebase, and he was probably doing it for the development knowledge, not the architecture of the project (which to be honest, is always desastrous in game jams).
I'm pretty sure you could just write a .h and .cpp file with functions for all the things that the libraries normally do and just use the correct one for the whichever console you're porting to.
@@um3748 yup! and all it takes is participation in 1 interactive markiplier UA-cam livestream to get your entire Google account suspended and lose all of your games
@@um3748 stadia isn’t a console, it’s a game streaming platform that runs PC games in the cloud - but i suppose the “stadia version” would be because you can’t play literally any game, it has to be approved first
@@dingalong14 compared to what else was around at this time,yes,it was great. would you have a good Time beeing stuck on an Island for 6 months with the NES and its catalog? nah,not really
You know, it would be interesting to see this game get ported even more, like versions for Android, OG Xbox (I'll gladly use my OG as a test dummy for you), and 3DS
I’m only about two minutes in, and already loving the video, especially that you’re explaining the code, every time I watch these kind of coding videos they always explain what the code does, but never how the code works. So as someone who loves programming and coding, this video is already fantastic, please keep it up!!
you know I am really glad you did this honestly because when put this into ds cardrige because I am too unsmart to figure out how to put it on my 3ds you did it all for kinda exept the cardrige part
Haven't taken a look at the code, but I suspect the audio causes lag on PSP because you're loading the sound from the files to memory every time you play it?
radgeRayden Pretty sure that's the problem it was running into, the PSP used ATRAC as it's primary audio format I believe. So converting the sound files to ATRAC and replacing the MP3s should fix the lag with audio enabled.
@@Radgerayden-ist Slower than realtime decoding would nwould cause a buffer-under-run which would be very noticable clicks/gaps in the audio. Usually MP3 and other streaming formats use large buffers (=latency). Do these systems not support a RAW wave format like ADPCM or PCM? They are usually the fastest and have virtually no latency on playback.
This was super freaking cool man. I have always just left my games and programs as windows executables and been done with it. Never took the time to figure out how this would work. Pretty cool for you to cover it and also make it a fun video!
5:00 Nice 8-bit version of the "correct" sound. Also, idea for the DS port: Make the Select button switch between the screens (top, bottom then both screens), so for example you can exactly see where the line is going if you set it to bottom.
@@GoldenretriverYT Oh, you're right, there is indeed a port. Though its last commit was 9 days ago, so I guess it is too recent to be included in the video. :/
Anime Ramen I believe you would need to be running homebrew on your console. It’s interesting to do, but keep in mind it voids the warranty and can is against Nintendo’s TOS
Wii u might be good too cuz it has touchscreen and buttons he should tell the player which control scheme to use buttons or touch screen if he did wii u port
honestly, this video really helps set out an example of how porting games to other platforms is like. makes me really appreciate all game devs out there for really trying to make their games to play well on every platform out their possible.
Oh my god it's like he came straight from the 90s!!! Which isn't a bad thing but I'm impressed. Also I can't believe I didn't find this channel any sooner! This is right up my library
I'm also going to suggest a you figure out a way to abstract the code, so that with a few makefile switches you can compile to different targets Part of it will be a MVC type setup--another part is that silly 'backend/frontend stuff... Yeah... this is a pain in the arse to figure it out--but once you get it down, it creates for a few good habits when it comes to coding projects and stuff
Well that sure is the first time to see anything I've touched on UA-cam before let alone being called a legend 😂 thanks bro! I'm considering finally finishing the game I started that I made the grrlib cube fork for and bumped into your video. Followed ;)
Isn’t it funny how he put five retro consoles but still doesn’t have a Linux or Mac download. Lol (Edit: I shouldn’t have to say this but THIS IS A JOKE!!!!)
For functions that need to change between systems, like loading assets, drawing things, etc, you can abstract it, so the function name is always the same, but it does different things based on system. You still need to figure out how to do stuff, it just cuts down a lot on refactoring. For screen resolution changes, you can have a base set of numbers, than then get modified by a factor based on screen resolution so you don't need to change all the variables, it is automatic. For PSP sound, perhaps sound needs ran in a different thread.
Sir Sammy then compile it I mean there is extra ports to Linux and Xbox that where not mentioned in this video if there is a make file just clone and make then you have the game. You use Linux why are you not used to having to compile stuff from github
This is a real damn cool adventure in and out! The PSP seemed like a pain but I love how the Wii turned out! Could learn a lot from these, I love videos like this, keep it up!!!
Holy shit man. I'm going to download these games for ds and play them! Also this is nothing I can even comprehend doing, but have you thought of making a game for ps2?
6:19 "better" way to do that, would be to draw 1 sprite per pixel the line passes. Longer lines would take longer to draw, but the average line is probiably only 50 or so pixels long
Almost 2 years algo, when I first watched this, I was thinking in which path I'll take after graduating on Computer Science. This video for my was so interesting, because I hadn't thought in game development, so when the video ended, I went to LinkedIn and wrote to some devs. I got really inspired. Now, this video is recommended to me again. Today am creating my games as a indie developer, and even been invited to GDC.
Excuse me, but GTA V is on: PS3, PS4, PS5, Xbox One, Xbox 360, Xbox Series X, and Windows. Minecraft is on: Java, Xbox One, Microsoft Windows, iOS, Android, Windows 10, PS4, macOS, Linux, Nintendo Switch, Playstation 3, Xbox 360, Wii U, PSVita, New Nintendo 3DS, Windows Phone, and Fire OS. Maybe say Mojang? They have more ports.
This was pretty cool, I didn't know there were so many tools available to port games to older consoles! Like some comments here say, I think you also could have abstracted away the graphics- and sound-related functions and depending on the platform used one specific library or the other, selecting the implementation with preprocessor directives or by choosing platform-specific .cpp files. Then you could have a single codebase and a small multiplatform framework, hehe! But anyway, I digress
As someone who's tryong to learn basic coding, your porting to 5 different consoles, is very encouraging as impressive. :0 I really want to understand how to port games to the PS3. I found a Dev blog of Vessel, but It wasn't as specific as I Hoped. Your video brought up points the dev blog didn't even mention. And it's looks more doable than I originally thought-
Create your own graphics library/api that you code against. Then when you are ready to port or you can to do is edit the calls in the library and the game will just work as long as the library/api wrapper compiles.
I got this recommended right after I ported my Platformer Game to Android. Games of this genre are notoriously unresponsive to control on Phones, because the buttons are tiny with no real feedback where they begin and end. They focus too much on replicating a console controller instead of making it actually control well. Because of my different approach of making the buttons basically as big as possible, I managed to make the first platformer which controls just as well as the Computer version, and I don't say it lightly (I've played other developer's Android platformers before, and even the best ones I've played so far don't control as well as this one because they replicated the wrong approach to designing the controls): github.com/Sosasees/flinkimaus/releases/tag/0.02.001
Unfortunately, all of them seem to have the problem of the line being way to thin and hard to see. I didn't even know there was a line from the screenshots until you started mentioning not having line support.
@@musicdude1540 All I did was offer criticism. Your comment seems far more rude than anything I wrote. Most creators value criticism, often more than compliments, since criticism is something you can act on. Sure, they don't like it if you're mean, but a comment saying that a line is hard to see is not mean.
@@ZipplyZane oh my god, this is fucking awful. Sue your parents in court. You will never amount to anything. Cue you talking about how you already have because you need to prove yourself. You just make me want to never call myself a human.
9:13 I used to frequent the Court Record forums (Ace Attorney fan site) back in the day and I remember Henke37 posting in there quite a bit. What a wave of nostalgia seeing him in this video
Awesome 🔥 i recently got into vita development and watching people still making games for vita make me happy, I'm working on a third person shooter for vita i installed necessary tools for unity to build for vita and i hope i make it to the end man, your video helps me realise that it is possible with unity to make games for vita
As someone who has been collecting retro consoles now and started dipping into creating games, UA-cam algorithm just gave me this video to push me further
Cool video, I would like to see an update video to port it to more consoles and also maybe make adjustments for the respective consoles like adding to press certain buttons to begin so that it wouldn't be confusing the people wondering how to click the game with a GameCube controller and be misinformation the game tells you. A GBA version would of been a cool port to the game. So as the N64 too would be a neat thing along with a SNES port of this game. Maybe an NES port or Sega Master System or Game Gear or Atari Lynx if I am more challenging. :) You could adjust the controls to make it more golf like with a HUD with like a green to red type of line to see how powerful you want it to be and goes at a reasonable speed too for those who want to mash buttons in every version of the game as a option suggestion. You could can make the line to aim the egg more dotted through like a cut out that scrolls to the top for the line trail sort of thing or an arrow that is more visible with the consoles since I think the one you have is a bit too transparent. Maybe a cosmetic for the egg would be pretty cool and you can buy the cosmetic for how far you can go. It isn't impossible but a good extra challenge. I'm thinking colors can be a cool pick, but I am not so sure on it depending on the consoles and their respective color palate. There could be a boss in this game and it can be a challenge to complete in higher difficulties and can have a certain amount on continues on each level to do and gets less depending on which difficulty would be at. Enemies could be in the game trying to make the egg scrambled, hard boiled, fried, poached, boiled, shirred, and baked. I did Google that last part of the sentence. Maybe it can just be changed so that it would have the boss intentions for story mode if that could happen. The story mode can have different level themes besides the lava theme like grass, forest, water, beach, sand, metal, or something that isn't less inspired by that Mario guy. Maybe a kitchen type of level where pans are falling and there are kitchen knives on certain levels but then again, I think you have to work with the platforms a bit to be more wider though. Not so sure on that or how the worlds would work though for now. :/ Not really a game designer myself but I just thought these ideas might interest you, or not. Who knows until your opinion about it appears. I do understand if you don't want to add more extra things to the game since it might be a challenge to add all the stuff back to the consoles and might remove the features due to hardware limitations on less powerful hardware. I do recommend on the first things I thought of though, since the versions especially the PSP versions have some polishing to do. But anyways, pretty cool video, and I will watch more of your content depending if I can get all my tabs to not have so much UA-cam video tabs on the computer. I should ignore the recommended tab. :/ But anyways, I will put an end end of this long comment and bye.
subscribe and I'll do this again!
You are everywhere, that's scary
Bruh
hell yeah
nice
.
smh didn't even port it to the atari 2600
Yeah smh
Cry’s in magnavox odyssey
Yeah, dislike all my videos
no one talks about the Samsung smart toilet
@@themostdislikedchannel not going to dislike you because you wanted to, but because of your begging
for the DS port it would've been cool if you played on the bottom touch screen while the top screen was used for showing the platforms ahead of time
When I saw him using the top screen for platforms I expected the bottom screen to be UI
@@Starwort yeah, and when he said he would do a ds port I thought he would do the exact opposite.
@@SummonerArthur yeah me too lol
Would have been cool
Not unlike most DS games unfortunately. I feel a lot of games on the DS didn't do anything significant with the dual screen combo.
Hearing the Wii referred to as a retro console hurts my brain, feels like it came out yesterday, not 14 years ago.
same with the vita lol
14 YEARS AGO?
@@Monero_Monello Almost yeah.
Agreed I still play that kirbo game that was supposed to be on gcn and I play art style rotozoa
Ok boomer
This game actually feels like something that would be on the DS e-shop or ps vita store
*DSi*
Fuck yeah, PlayStation Mobile is back!
feels like a wiiware game
@@therealmistermemer come on ps mobile games are bigger than this
if terri-fried was a WiiWare application it would be cool
Definitely ran into that "decade old example" problem when porting an old college project to the Dreamcast. A lot of the Dreamcast dev scene is full of really dated examples. If you run into that again, what I'd suggest is just looking through the headers of the SDK. For the PSP audio problem, it might also have been a matter of streaming the audio file on-demand versus loading it in memory and playing it from there, but I haven't messed around with it myself. Could also be that the MP3 libraries might have been either a "proof of concept" library, or something intended only for using the PSP as some sort of MP3 player.
Who in the world makes a game jam game playable on all of these platforms *mind blown*
Give this man a cookie!
@@pleasantBlue556 🍪
@@roberthughes2682 uP
Cookie?
*_THIS MAN NEEDS A CAKE!!!_*
I like cookies :)
He forgot linux macos freebsd etc
The fact that this would make the perfect Mobile Game, and you were like yeah... GameCube it is!
fIRsT oNE tO coMmEnt
mobile gaming cringe
GameCube ebic
I think Mobile Gaming is perfectly fine for smaller games like this, but let’s not talk about things like PUBG.
It's on the DS
@@elbroken1093 its also fun to play with friends in school or smth and no need for a gaming pc to run it but i guess you never had any 😜
I tried the gamecube version and holy moly this would have sold well if it was made back then. Great game my guy!
gamecube games generally didnt sell well because nobody bought the console
@@why3994 Nintendo always have that ability to smack it with a hammer and still have it work perfectly fine tho!
@@why3994 Nobody bought the console? It sold over 21 million units. At that time it was a lot.
@@sleisrvods6959 Compared to the PS2's 155 million
@@why3994 Of course the console was sort of a flop. Now and back then but I personally think it is one of, if not, the best console to ever exist. The graphics and power of the console is amazing for back then and the games are just pure fun and true classics. Also, when you look into the development of the console and Luigi's mansion it just gets super interesting. And the Wii U is in some ways kind of similar, just is a whole lot worse. The games are great but it isn't that advanced, sold worse and development is a little less interesting, still very interesting tho.
Also. Please don't get started on the Virtual Boy. Oh god I hate the Virtual Boy. It's funny that they made fun of it in Luigi's mansion 3 though.
Calling these “retro” made me feel ancient (grew up on C64, Intellivision, NES, Genesis ....).
Next up -> developing games for ancient consoles.
I'm super glad you decided to make a DS version, because that's one of the only ways I play this game (apart from the PC and Wii release) and it's super easy to take out my 3DS and play for a while.
A C++ game developer myself and I gotta say: you're completely mad! Great work! :D
My brain is here thinking... WHAT IF you had ONE codebase and a BUNCH of preprocessor macros and... *head explodes!*
Haha I'm glad you liked it! I thought about attempting to do that but I knew I would end up with a chaotic mess by the end of it...
I know right. Wouldn't it be crazy to not have to update all platforms when adding a tiny new feature like borders on the side of the screen, or screen wrapping?
Jk, I know how hard it gets to maintain such a big codebase, and he was probably doing it for the development knowledge, not the architecture of the project (which to be honest, is always desastrous in game jams).
I'm pretty sure you could just write a .h and .cpp file with functions for all the things that the libraries normally do and just use the correct one for the whichever console you're porting to.
@@ThePC007 You would usually make an abstraction layer (interface) for the platform specific APIs.
@@PolyMars Hey polymars put terrifried on mobile phones have a touchscreen
When he said "even consoles that don't exist" I initially thought he was going to point Google Stadia.
@@um3748 yup! and all it takes is participation in 1 interactive markiplier UA-cam livestream to get your entire Google account suspended and lose all of your games
@@domyac9392 not on my PS2
@@domyac9392 If you use the component cables for the ps2 some games do in fact support 1080 vertical resolution.
Soulja boy console
@@um3748 stadia isn’t a console, it’s a game streaming platform that runs PC games in the cloud - but i suppose the “stadia version” would be because you can’t play literally any game, it has to be approved first
The Nintendo *NES can totally run this at 60fps,* as long as you make everything a sprite. 😁
The Nintendo Nintendo Entertainment System sure was a great console.
@@dingalong14 compared to what else was around at this time,yes,it was great. would you have a good Time beeing stuck on an Island for 6 months with the NES and its catalog? nah,not really
@@janbommelmann9779 maybe not you, but I sure as heck would. As long as there was power and hopefully Japanese games included.
@@janbommelmann9779 guys the joke is that he said the name redundantly
But ASM.
You know, it would be interesting to see this game get ported even more, like versions for Android, OG Xbox (I'll gladly use my OG as a test dummy for you), and 3DS
I’m only about two minutes in, and already loving the video, especially that you’re explaining the code, every time I watch these kind of coding videos they always explain what the code does, but never how the code works. So as someone who loves programming and coding, this video is already fantastic, please keep it up!!
Cool. This inspired me to try it myself.
That’s awesome!
How did you do?
@AiM Records he meant the other dude lol
Cool. This inspired me to learn C++
@@TheRealBoringShyGuy Me too. I tried to create a ds game, but the compiler just didn't work.
The one dislike is from whoever made the PSP.
Yellow Slug and then they made 15 other accounts
@@Polai010 lol
And then they made 21 other accounts
Nathan Otero 6
That's ol' James PSP, I think.
Make it for TI 84 PLUS calculator. I done it with my other games but had to do it in C.
Structs can byte my shiny metal object oriented ass.
????
That dollar store calculator?
The real OGs program for the HP Prime.
@@keshavnagar5866 I was being sarcastic.
@@keshavnagar5866 r/wooooosh
I love how you explain the code behind the mechanics of your games!
you know I am really glad you did this honestly because when put this into ds cardrige because I am too unsmart to figure out how to put it on my 3ds you did it all for kinda exept the cardrige part
Haven't taken a look at the code, but I suspect the audio causes lag on PSP because you're loading the sound from the files to memory every time you play it?
Yeah probably
Mp3 is really expensive to decode, I wouldn't be surprised if it's actually just that slow. Would love to actually know what happened though.
radgeRayden Pretty sure that's the problem it was running into, the PSP used ATRAC as it's primary audio format I believe. So converting the sound files to ATRAC and replacing the MP3s should fix the lag with audio enabled.
@@Radgerayden-ist Slower than realtime decoding would nwould cause a buffer-under-run which would be very noticable clicks/gaps in the audio. Usually MP3 and other streaming formats use large buffers (=latency). Do these systems not support a RAW wave format like ADPCM or PCM? They are usually the fastest and have virtually no latency on playback.
Maybe he could have them always loaded
Installed it in my DS, really good work!
How
@@x8squish8x16 Using a DSi with homebrew
@@howdyimflowey4341doesn't work with my 3ds...
Another addition to the Gamecube’s amazing library
This was super freaking cool man. I have always just left my games and programs as windows executables and been done with it. Never took the time to figure out how this would work. Pretty cool for you to cover it and also make it a fun video!
I’ve played this on all the consoles and ur work is amazing good job!
PSP etc: “I can work with this”
Mac: “aww hell no I’m out”
5:00 Nice 8-bit version of the "correct" sound.
Also, idea for the DS port: Make the Select button switch between the screens (top, bottom then both screens), so for example you can exactly see where the line is going if you set it to bottom.
CST??
oh that was 3 years ago
@@theyande hi
Was hoping for the Switch to get a port as well, but darn, this is actually really interesting.
@@GoldenretriverYT Oh, you're right, there is indeed a port. Though its last commit was 9 days ago, so I guess it is too recent to be included in the video. :/
@@ThePC007 how do you put it in the switch?
Anime Ramen I believe you would need to be running homebrew on your console. It’s interesting to do, but keep in mind it voids the warranty and can is against Nintendo’s TOS
@@conabe yeah but.......
too much work-
Wii u might be good too cuz it has touchscreen and buttons he should tell the player which control scheme to use buttons or touch screen if he did wii u port
honestly, this video really helps set out an example of how porting games to other platforms is like.
makes me really appreciate all game devs out there for really trying to make their games to play well on every platform out their possible.
"Even for consoles that,"
*camera zooms in on PS5*
"don't exist yet."
Me, in the future:
*heh*
lol
I mean its still sold out so I believe so it still doesn’t exist
@@too-many-choices it’s sold out because it exists so much and everyone’s buying it lol
@@wateryagarvideos5186 It's sold out because enough don't exist.
I was looking for this comment
I'm a web developer and want to venture on game development. This video scares me LOL.
All of your skills are useless now.
@@chickeninabox nah
@@chickeninabox what
Learn python and Panda3D. Extremely powerful, fully open source, somewhat easy to program, it’s all you can ask for!
Unity webgl
Oh my god it's like he came straight from the 90s!!!
Which isn't a bad thing but I'm impressed. Also I can't believe I didn't find this channel any sooner! This is right up my library
Cant wait for someone in the future to make an in-depth analysis of each version of this game and which to get
So cool! I've finally got to play around with vitasdk and a hacked Vita, so I'm also excited to try making minigames for it!
I feel like your game would’ve fit right onto the DSI Shop back in the day, probably would’ve made a decent sum, too!
I really can't wait to try this on my DS. Incredible work! This is really inspirational and, just plain interesting to see!
12:08 That literally just looks like a DS game that I would have owned lol
This is awesome! I love your commitment to this idea, this rocks :o
Just subscribed because of the channel logo.
You've impressed me a lot with this video, amazing job!
I'm also going to suggest a you figure out a way to abstract the code, so that with a few makefile switches you can compile to different targets
Part of it will be a MVC type setup--another part is that silly 'backend/frontend stuff...
Yeah... this is a pain in the arse to figure it out--but once you get it down, it creates for a few good habits when it comes to coding projects and stuff
THIS. Thsvm for the tip!!!
N O
I like your funny words, magic man.
Exactly!
the vita being classified as retro hurt me
It’s only a decade old it’s not _that_ far back...
Porting this game might be a legitimately good exercise for newbie developers. Thanks for releasing the source code.
Well that sure is the first time to see anything I've touched on UA-cam before let alone being called a legend 😂 thanks bro! I'm considering finally finishing the game I started that I made the grrlib cube fork for and bumped into your video. Followed ;)
The hardest part was not infact porting but recording each port working XD
I cannot lie, I love this and play it on my ds often.
Isn’t it funny how he put five retro consoles but still doesn’t have a Linux or Mac download. Lol
(Edit: I shouldn’t have to say this but THIS IS A JOKE!!!!)
He used common libraries so you just Wine the Windowsindows build. 🤷
Shut up why don’t you try doing this
@@gavinthegreat6568 it’s a joke. And I do develop games soooo.....
@@Camdennnn You develop games? Name every finished game you have developed.
@@toafloast1883 I’ve only done 3 game jams I submitted for all three and I’m working on a bigger project
Hey man props to you! This is really cool work and it's a great video too
For functions that need to change between systems, like loading assets, drawing things, etc, you can abstract it, so the function name is always the same, but it does different things based on system. You still need to figure out how to do stuff, it just cuts down a lot on refactoring. For screen resolution changes, you can have a base set of numbers, than then get modified by a factor based on screen resolution so you don't need to change all the variables, it is automatic. For PSP sound, perhaps sound needs ran in a different thread.
And he didn't even port to linux :(
Pffft too easy
If it's easy why didn't he at least do it off camera
Sir Sammy he has look on the github page plus he has made an Xbox port
@@korbenbutterworth3479 What? Linux is NOT xbox. What are you even saying? I see there's source code for linux, but no compiled version.
Sir Sammy then compile it I mean there is extra ports to Linux and Xbox that where not mentioned in this video if there is a make file just clone and make then you have the game. You use Linux why are you not used to having to compile stuff from github
"Sony Playstation 5."
ALRIGHT. WHERE'S MY DEVKIT!
If you ported TerriFried on consoles, i think, you can port TerriFried to smartphones.
Platforms: Android and iOS
No!
@@chickeninabox Why not? It could be a fun time waster.
Maybe port it to 3ds & n64?
@@rabbidthemii8846 n64 wouldnt fit
@@bluemike1215 also, using ds homebrew on 3ds, you could play terrifried on that
This is a real damn cool adventure in and out! The PSP seemed like a pain but I love how the Wii turned out! Could learn a lot from these, I love videos like this, keep it up!!!
That's impressive you were able to get your game on so many consoles. Cool!
I love the DSiWare vibes, but yeah, like the other comments said, coulda made better use of the dual screens.
Holy shit man. I'm going to download these games for ds and play them!
Also this is nothing I can even comprehend doing, but have you thought of making a game for ps2?
PolyMars: I didn't really want to start a trend of having unsophisticated hacked together code.
Yandere Dev: haha Else if go brrrr
Else if
god damm this is true
i don't get it
@@Kriae yandere simulator's code is a mess
Really cool! Hope you make more videos like this or with jam games
These homebrews are awesome and we need to see more of them.
TerriFried would sell amazingly for the DS if it got an official game card and was made back when the DS was popular.
6:19 "better" way to do that, would be to draw 1 sprite per pixel the line passes. Longer lines would take longer to draw, but the average line is probiably only 50 or so pixels long
Ps5 port or no deal!
Almost 2 years algo, when I first watched this, I was thinking in which path I'll take after graduating on Computer Science.
This video for my was so interesting, because I hadn't thought in game development, so when the video ended, I went to LinkedIn and wrote to some devs. I got really inspired.
Now, this video is recommended to me again. Today am creating my games as a indie developer, and even been invited to GDC.
Thank you for the code explanations snd just breakdown! Very awesome
I really wish one day he could turn the game into 3ds playable
get a flash cart or homebrew your 3ds, nds games are backwards compatible
@@velamy ok but this game with 3d support
BooMan what would that add in all honesty though, it’s a 2d game with no 3d assets in it
@@velamy it would be neat
Actually tried this on my 3ds, seems to just be a black screen for me :(
Rockstar: Are you challenging me?
Excuse me, but GTA V is on:
PS3, PS4, PS5, Xbox One, Xbox 360, Xbox Series X, and Windows.
Minecraft is on:
Java, Xbox One, Microsoft Windows, iOS, Android, Windows 10, PS4, macOS, Linux, Nintendo Switch, Playstation 3, Xbox 360, Wii U, PSVita, New Nintendo 3DS, Windows Phone, and Fire OS.
Maybe say Mojang? They have more ports.
@@BeatACVR It was a joke chill lol
Games On English I know but it would be better if you chose a company that actually makes a ton of ports
@@BeatACVR There is also Mnecraft Pi Edition for Raspberry Pi and classic.minecraft.net that you can play in your web browser
damantioworks whatever i just pulled it up on goggle had it on every console i own so I figured it has a lot of platforms
This was pretty cool, I didn't know there were so many tools available to port games to older consoles!
Like some comments here say, I think you also could have abstracted away the graphics- and sound-related functions and depending on the platform used one specific library or the other, selecting the implementation with preprocessor directives or by choosing platform-specific .cpp files. Then you could have a single codebase and a small multiplatform framework, hehe! But anyway, I digress
As someone who's tryong to learn basic coding, your porting to 5 different consoles, is very encouraging as impressive. :0
I really want to understand how to port games to the PS3. I found a Dev blog of Vessel, but It wasn't as specific as I Hoped.
Your video brought up points the dev blog didn't even mention. And it's looks more doable than I originally thought-
my mind is thoroughly blown wow. keep up the good work, inspiring.
is it just me, or that PSP is lookin' kinda THICC?
💀 perverts gonna come
Create your own graphics library/api that you code against. Then when you are ready to port or you can to do is edit the calls in the library and the game will just work as long as the library/api wrapper compiles.
Port this game to MS-DOS.
i mean they ported super mario 64 to dos so why not terrifried?
Multicompability is certainly a huge game changer!
Great video. You've got a lot of skill. I hope you are doing what you love professionally as well.
Would probably have wasted half my life on this game if I had this on my ds back in the day.
Same.
So as a secondary question, would you ever consider doing a guide on using some of these homebrew libraries
Cool game! Actually seems like a game that would be dsiware.
nice ! I found this video searching for grrlib examples and this looks like a great demo.
Yo I'm roaming in the Open Shop and I found your game. I instantly remembered this video.
I got this recommended right after I ported my Platformer Game to Android.
Games of this genre are notoriously unresponsive to control on Phones, because the buttons are tiny with no real feedback where they begin and end. They focus too much on replicating a console controller instead of making it actually control well.
Because of my different approach of making the buttons basically as big as possible, I managed to make the first platformer which controls just as well as the Computer version, and I don't say it lightly (I've played other developer's Android platformers before, and even the best ones I've played so far don't control as well as this one because they replicated the wrong approach to designing the controls):
github.com/Sosasees/flinkimaus/releases/tag/0.02.001
‘’I don’t think anyone is gonna play αℓℓ of them’’
Don’t under-estimate homebrew users
this is epic
Good job, man!
Will be checking these out! =D
This is the best video ever made by Polymars imo
ok. but can you make it on scratch
Unfortunately, all of them seem to have the problem of the line being way to thin and hard to see. I didn't even know there was a line from the screenshots until you started mentioning not having line support.
See an eye doctor. Also see someone for your bad manners
@@musicdude1540 All I did was offer criticism. Your comment seems far more rude than anything I wrote.
Most creators value criticism, often more than compliments, since criticism is something you can act on. Sure, they don't like it if you're mean, but a comment saying that a line is hard to see is not mean.
@@ZipplyZane oh my god, this is fucking awful. Sue your parents in court.
You will never amount to anything. Cue you talking about how you already have because you need to prove yourself.
You just make me want to never call myself a human.
3:01 what song is this?😊
9:13
I used to frequent the Court Record forums (Ace Attorney fan site) back in the day and I remember Henke37 posting in there quite a bit. What a wave of nostalgia seeing him in this video
Awesome 🔥 i recently got into vita development and watching people still making games for vita make me happy, I'm working on a third person shooter for vita i installed necessary tools for unity to build for vita and i hope i make it to the end man, your video helps me realise that it is possible with unity to make games for vita
Make a gba game
As someone who has been collecting retro consoles now and started dipping into creating games, UA-cam algorithm just gave me this video to push me further
cant wait for the gameboy and game&watch version to come out
7:25 that controll scheme is so great, nintendo must have thought of it
finally a game making video without a core sponsorship
1:39 hillarious in hindsight
Cool video,
I would like to see an update video to port it to more consoles and also maybe make adjustments for the respective consoles like adding to press certain buttons to begin so that it wouldn't be confusing the people wondering how to click the game with a GameCube controller and be misinformation the game tells you.
A GBA version would of been a cool port to the game. So as the N64 too would be a neat thing along with a SNES port of this game.
Maybe an NES port or Sega Master System or Game Gear or Atari Lynx if I am more challenging. :)
You could adjust the controls to make it more golf like with a HUD with like a green to red type of line to see how powerful you want it to be and goes at a reasonable speed too for those who want to mash buttons in every version of the game as a option suggestion.
You could can make the line to aim the egg more dotted through like a cut out that scrolls to the top for the line trail sort of thing or an arrow that is more visible with the consoles since I think the one you have is a bit too transparent.
Maybe a cosmetic for the egg would be pretty cool and you can buy the cosmetic for how far you can go.
It isn't impossible but a good extra challenge. I'm thinking colors can be a cool pick, but I am not so sure on it depending on the consoles and their respective color palate.
There could be a boss in this game and it can be a challenge to complete in higher difficulties and can have a certain amount on continues on each level to do and gets less depending on which difficulty would be at. Enemies could be in the game trying to make the egg scrambled, hard boiled, fried, poached, boiled, shirred, and baked.
I did Google that last part of the sentence.
Maybe it can just be changed so that it would have the boss intentions for story mode if that could happen. The story mode can have different level themes besides the lava theme like grass, forest, water, beach, sand, metal, or something that isn't less inspired by that Mario guy.
Maybe a kitchen type of level where pans are falling and there are kitchen knives on certain levels but then again, I think you have to work with the platforms a bit to be more wider though. Not so sure on that or how the worlds would work though for now. :/
Not really a game designer myself but I just thought these ideas might interest you, or not. Who knows until your opinion about it appears. I do understand if you don't want to add more extra things to the game since it might be a challenge to add all the stuff back to the consoles and might remove the features due to hardware limitations on less powerful hardware. I do recommend on the first things I thought of though, since the versions especially the PSP versions have some polishing to do.
But anyways, pretty cool video, and I will watch more of your content depending if I can get all my tabs to not have so much UA-cam video tabs on the computer. I should ignore the recommended tab. :/
But anyways, I will put an end end of this long comment and bye.
i love how i know what the console is from the file extensions immediately
It’s cool seeing support for the GameCube and wii this is awesome! Would love to see a video making a game for the Dreamcast too!
I didnt know this was polymars